Scripts/Spells: Implemented UnitTargetHandler spell script hook, it can be used to filter area targeting spells
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@@ -120,11 +120,12 @@ enum SpellScriptHookType
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SPELL_SCRIPT_HOOK_BEFORE_HIT,
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SPELL_SCRIPT_HOOK_HIT,
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SPELL_SCRIPT_HOOK_AFTER_HIT,
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SPELL_SCRIPT_HOOK_UNIT_TARGET_SELECT,
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};
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#define HOOK_SPELL_HIT_START SPELL_SCRIPT_HOOK_EFFECT
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#define HOOK_SPELL_HIT_END SPELL_SCRIPT_HOOK_AFTER_HIT + 1
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#define HOOK_SPELL_START SPELL_SCRIPT_HOOK_EFFECT
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#define HOOK_SPELL_END SPELL_SCRIPT_HOOK_AFTER_HIT + 1
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#define HOOK_SPELL_END SPELL_SCRIPT_HOOK_UNIT_TARGET_SELECT + 1
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#define HOOK_SPELL_COUNT HOOK_SPELL_END - HOOK_SPELL_START
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class SpellScript : public _SpellScript
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@@ -135,6 +136,7 @@ class SpellScript : public _SpellScript
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#define SPELLSCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) \
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typedef void(CLASSNAME::*SpellEffectFnType)(SpellEffIndex); \
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typedef void(CLASSNAME::*SpellHitFnType)(); \
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typedef void(CLASSNAME::*SpellUnitTargetFnType)(std::list<Unit*>&); \
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SPELLSCRIPT_FUNCTION_TYPE_DEFINES(SpellScript)
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@@ -158,21 +160,34 @@ class SpellScript : public _SpellScript
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SpellHitFnType pHitHandlerScript;
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};
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class UnitTargetHandler : public _SpellScript::EffectHook
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{
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public:
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UnitTargetHandler(SpellUnitTargetFnType _pUnitTargetHandlerScript, uint8 _effIndex, uint16 _targetType);
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std::string ToString();
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bool CheckEffect(SpellEntry const * spellEntry, uint8 targetType);
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void Call(SpellScript * spellScript, std::list<Unit*>& unitTargets);
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private:
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SpellUnitTargetFnType pUnitTargetHandlerScript;
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uint16 targetType;
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};
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#define SPELLSCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME) \
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class EffectHandlerFunction : public SpellScript::EffectHandler { public: EffectHandlerFunction(SpellEffectFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName) : SpellScript::EffectHandler((SpellScript::SpellEffectFnType)_pEffectHandlerScript, _effIndex, _effName) {} }; \
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class HitHandlerFunction : public SpellScript::HitHandler { public: HitHandlerFunction(SpellHitFnType _pHitHandlerScript) : SpellScript::HitHandler((SpellScript::SpellHitFnType)_pHitHandlerScript) {} }; \
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class UnitTargetHandlerFunction : public SpellScript::UnitTargetHandler { public: UnitTargetHandlerFunction(SpellUnitTargetFnType _pUnitTargetHandlerScript, uint8 _effIndex, uint16 _targetType) : SpellScript::UnitTargetHandler((SpellScript::SpellUnitTargetFnType)_pUnitTargetHandlerScript, _effIndex, _targetType) {} }; \
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#define PrepareSpellScript(CLASSNAME) SPELLSCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) SPELLSCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME)
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public:
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bool _Validate(SpellEntry const * entry);
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bool _Load(Spell * spell);
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void _InitHit();
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bool _IsEffectPrevented(SpellEffIndex effIndex) {return m_hitPreventEffectMask & (1<<effIndex);};
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bool _IsDefaultEffectPrevented(SpellEffIndex effIndex) {return m_hitPreventDefaultEffectMask & (1<<effIndex);};
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bool _IsEffectPrevented(SpellEffIndex effIndex) { return m_hitPreventEffectMask & (1<<effIndex); }
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bool _IsDefaultEffectPrevented(SpellEffIndex effIndex) { return m_hitPreventDefaultEffectMask & (1<<effIndex); }
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void _PrepareScriptCall(SpellScriptHookType hookType);
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void _FinishScriptCall();
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bool IsInHitPhase() { return (m_currentScriptState >= HOOK_SPELL_HIT_START && m_currentScriptState < HOOK_SPELL_HIT_END); };
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bool IsInEffectHook() { return (m_currentScriptState == SPELL_SCRIPT_HOOK_EFFECT); };
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bool IsInHitPhase() { return (m_currentScriptState >= HOOK_SPELL_HIT_START && m_currentScriptState < HOOK_SPELL_HIT_END); }
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bool IsInEffectHook() { return (m_currentScriptState == SPELL_SCRIPT_HOOK_EFFECT); }
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private:
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Spell * m_spell;
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uint8 m_hitPreventEffectMask;
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@@ -196,11 +211,17 @@ class SpellScript : public _SpellScript
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// where function is: void function()
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#define SpellHitFn(F) HitHandlerFunction(&F)
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// example: OnUnitTargetSelect += SpellUnitTargetFn(class::function, EffectIndexSpecifier, TargetsNameSpecifier);
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// where function is void function(std::list<Unit*>& targetList)
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HookList<UnitTargetHandler> OnUnitTargetSelect;
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#define SpellUnitTargetFn(F, I, N) UnitTargetHandlerFunction(&F, I, N)
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// hooks are executed in following order, at specified event of spell:
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// 1. BeforeHit - executed just before spell hits a target
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// 2. OnEffect - executed just before specified effect handler call
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// 3. OnHit - executed just before spell deals damage and procs auras
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// 4. AfterHit - executed just after spell finishes all it's jobs for target
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// 1. OnUnitTargetSelect - executed just before adding selected targets to final target list
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// 2. BeforeHit - executed just before spell hits a target
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// 3. OnEffect - executed just before specified effect handler call
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// 4. OnHit - executed just before spell deals damage and procs auras
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// 5. AfterHit - executed just after spell finishes all it's jobs for target
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//
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// methods allowing interaction with Spell object
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